mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-10 15:22:14 +00:00
415 lines
9.5 KiB
C++
415 lines
9.5 KiB
C++
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include <float.h>
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#include "../client/snd_local.h"
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#include "win_local.h"
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HRESULT (WINAPI *pDirectSoundCreate)(GUID FAR *lpGUID, LPDIRECTSOUND FAR *lplpDS, IUnknown FAR *pUnkOuter);
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#define iDirectSoundCreate(a,b,c) pDirectSoundCreate(a,b,c)
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#define SECONDARY_BUFFER_SIZE 0x10000
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extern int s_UseOpenAL;
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static qboolean dsound_init;
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static int sample16;
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static DWORD gSndBufSize;
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static DWORD locksize;
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static LPDIRECTSOUND pDS;
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static LPDIRECTSOUNDBUFFER pDSBuf, pDSPBuf;
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static HINSTANCE hInstDS;
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static int SNDDMA_InitDS ();
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static const char *DSoundError( int error ) {
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switch ( error ) {
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case DSERR_BUFFERLOST:
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return "DSERR_BUFFERLOST";
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case DSERR_INVALIDCALL:
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return "DSERR_INVALIDCALLS";
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case DSERR_INVALIDPARAM:
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return "DSERR_INVALIDPARAM";
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case DSERR_PRIOLEVELNEEDED:
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return "DSERR_PRIOLEVELNEEDED";
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case DSERR_ALLOCATED:
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return "DSERR_ALLOCATED";
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case DSERR_UNINITIALIZED:
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return "DSERR_UNINITIALIZED";
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case DSERR_UNSUPPORTED:
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return "DSERR_UNSUPPORTED ";
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}
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return "unknown";
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}
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/*
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==================
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SNDDMA_Shutdown
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==================
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*/
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void SNDDMA_Shutdown( void ) {
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Com_DPrintf( "Shutting down sound system\n" );
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if ( pDS ) {
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Com_DPrintf( "Destroying DS buffers\n" );
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if ( pDS )
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{
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Com_DPrintf( "...setting NORMAL coop level\n" );
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pDS->SetCooperativeLevel( g_wv.hWnd, DSSCL_NORMAL );
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}
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if ( pDSBuf )
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{
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Com_DPrintf( "...stopping and releasing sound buffer\n" );
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pDSBuf->Stop( );
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pDSBuf->Release( );
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}
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// only release primary buffer if it's not also the mixing buffer we just released
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if ( pDSPBuf && ( pDSBuf != pDSPBuf ) )
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{
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Com_DPrintf( "...releasing primary buffer\n" );
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pDSPBuf->Release( );
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}
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pDSBuf = NULL;
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pDSPBuf = NULL;
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dma.buffer = NULL;
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Com_DPrintf( "...releasing DS object\n" );
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pDS->Release( );
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}
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if ( hInstDS ) {
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Com_DPrintf( "...freeing DSOUND.DLL\n" );
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FreeLibrary( hInstDS );
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hInstDS = NULL;
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}
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pDS = NULL;
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pDSBuf = NULL;
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pDSPBuf = NULL;
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dsound_init = qfalse;
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memset ((void *)&dma, 0, sizeof (dma));
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}
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/*
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==================
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SNDDMA_Init
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Initialize direct sound
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Returns false if failed
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==================
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*/
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qboolean SNDDMA_Init(void) {
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memset ((void *)&dma, 0, sizeof (dma));
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dsound_init = qfalse;
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if ( !SNDDMA_InitDS () ) {
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return qfalse;
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}
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dsound_init = qtrue;
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Com_DPrintf("Completed successfully\n" );
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return qtrue;
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}
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static int SNDDMA_InitDS ()
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{
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HRESULT hresult;
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qboolean pauseTried;
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DSBUFFERDESC dsbuf;
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DSBCAPS dsbcaps;
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WAVEFORMATEX format;
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Com_Printf( "Initializing DirectSound\n");
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if ( !hInstDS ) {
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Com_DPrintf( "...loading dsound.dll: " );
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hInstDS = LoadLibrary("dsound.dll");
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if ( hInstDS == NULL ) {
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Com_Printf ("failed\n");
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return 0;
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}
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Com_DPrintf ("ok\n");
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pDirectSoundCreate = (long (__stdcall *)(struct _GUID *,struct IDirectSound ** ,struct IUnknown *))
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GetProcAddress(hInstDS,"DirectSoundCreate");
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if ( !pDirectSoundCreate ) {
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Com_Printf ("*** couldn't get DS proc addr ***\n");
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return 0;
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}
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}
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Com_DPrintf( "...creating DS object: " );
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pauseTried = qfalse;
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while ( ( hresult = iDirectSoundCreate( NULL, &pDS, NULL ) ) != DS_OK ) {
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if ( hresult != DSERR_ALLOCATED ) {
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Com_Printf( "failed\n" );
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return 0;
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}
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if ( pauseTried ) {
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Com_Printf ("failed, hardware already in use\n" );
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return 0;
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}
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// first try just waiting five seconds and trying again
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// this will handle the case of a sysyem beep playing when the
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// game starts
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Com_DPrintf ("retrying...\n");
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Sleep( 3000 );
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pauseTried = qtrue;
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}
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Com_DPrintf( "ok\n" );
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Com_DPrintf("...setting DSSCL_PRIORITY coop level: " );
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if ( DS_OK != pDS->SetCooperativeLevel( g_wv.hWnd, DSSCL_PRIORITY ) ) {
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Com_Printf ("failed\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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Com_DPrintf("ok\n" );
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// create the secondary buffer we'll actually work with
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dma.channels = 2;
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dma.samplebits = 16;
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if (s_khz->integer == 44)
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dma.speed = 44100;
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else if (s_khz->integer == 22)
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dma.speed = 22050;
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else
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dma.speed = 11025;
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memset (&format, 0, sizeof(format));
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format.wFormatTag = WAVE_FORMAT_PCM;
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format.nChannels = dma.channels;
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format.wBitsPerSample = dma.samplebits;
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format.nSamplesPerSec = dma.speed;
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format.nBlockAlign = format.nChannels * format.wBitsPerSample / 8;
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format.cbSize = 0;
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format.nAvgBytesPerSec = format.nSamplesPerSec*format.nBlockAlign;
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memset (&dsbuf, 0, sizeof(dsbuf));
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dsbuf.dwSize = sizeof(DSBUFFERDESC);
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#define idDSBCAPS_GETCURRENTPOSITION2 0x00010000
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dsbuf.dwFlags = DSBCAPS_CTRLFREQUENCY | DSBCAPS_LOCHARDWARE | idDSBCAPS_GETCURRENTPOSITION2;
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dsbuf.dwBufferBytes = SECONDARY_BUFFER_SIZE;
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dsbuf.lpwfxFormat = &format;
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Com_DPrintf( "...creating secondary buffer: " );
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hresult = pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL);
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if (hresult != DS_OK)
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{
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if ( hresult == DSERR_CONTROLUNAVAIL )
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{
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Com_Printf( " - Ancient version of DirectX - this will slow FPS\n" );
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dsbuf.dwFlags &= ~idDSBCAPS_GETCURRENTPOSITION2; // lose this DX8 cursor-position feature, and try again
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hresult = pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL);
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}
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if (hresult != DS_OK)
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{
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// we can't even specify sounds should be in hardware?...
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//
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// ( this seems to happen on integrated sound devices (eg SoundMax), regardless of DX version )
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//
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dsbuf.dwFlags = DSBCAPS_CTRLFREQUENCY; // note that DX docs say that this can still use hardware if it wants to, since neither DSBCAPS_LOCHARDWARE nor DSBCAPS_LOCSOFTWARE were specified
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hresult = pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL);
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if (hresult != DS_OK) {
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Com_Printf( "failed to create secondary buffer - %s\n", DSoundError( hresult ) );
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SNDDMA_Shutdown ();
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return qfalse;
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}
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}
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}
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Com_Printf( "locked hardware. ok\n" );
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// Make sure mixer is active
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if ( DS_OK != pDSBuf->Play(0, 0, DSBPLAY_LOOPING) ) {
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Com_Printf ("*** Looped sound play failed ***\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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memset(&dsbcaps, 0, sizeof(dsbcaps));
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dsbcaps.dwSize = sizeof(dsbcaps);
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// get the returned buffer size
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if ( DS_OK != pDSBuf->GetCaps (&dsbcaps) ) {
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Com_Printf ("*** GetCaps failed ***\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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gSndBufSize = dsbcaps.dwBufferBytes;
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dma.channels = format.nChannels;
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dma.samplebits = format.wBitsPerSample;
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dma.speed = format.nSamplesPerSec;
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dma.samples = gSndBufSize/(dma.samplebits/8);
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dma.submission_chunk = 1;
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dma.buffer = NULL; // must be locked first
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sample16 = (dma.samplebits/8) - 1;
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SNDDMA_BeginPainting ();
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if (dma.buffer)
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memset(dma.buffer, 0, dma.samples * dma.samplebits/8);
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SNDDMA_Submit ();
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return 1;
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}
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/*
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==============
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SNDDMA_GetDMAPos
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return the current sample position (in mono samples read)
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inside the recirculating dma buffer, so the mixing code will know
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how many sample are required to fill it up.
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===============
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*/
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int SNDDMA_GetDMAPos( void ) {
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MMTIME mmtime;
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int s;
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DWORD dwWrite;
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if ( !dsound_init ) {
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return 0;
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}
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mmtime.wType = TIME_SAMPLES;
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pDSBuf->GetCurrentPosition(&mmtime.u.sample, &dwWrite);
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s = mmtime.u.sample;
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s >>= sample16;
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s &= (dma.samples-1);
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return s;
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}
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/*
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==============
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SNDDMA_BeginPainting
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Makes sure dma.buffer is valid
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===============
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*/
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void SNDDMA_BeginPainting( void ) {
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int reps;
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DWORD dwSize2;
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DWORD *pbuf, *pbuf2;
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HRESULT hresult;
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DWORD dwStatus;
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if ( !pDSBuf ) {
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return;
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}
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// if the buffer was lost or stopped, restore it and/or restart it
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if ( pDSBuf->GetStatus (&dwStatus) != DS_OK ) {
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Com_Printf ("Couldn't get sound buffer status\n");
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}
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if (dwStatus & DSBSTATUS_BUFFERLOST)
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pDSBuf->Restore ();
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if (!(dwStatus & DSBSTATUS_PLAYING))
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pDSBuf->Play(0, 0, DSBPLAY_LOOPING);
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// lock the dsound buffer
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reps = 0;
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dma.buffer = NULL;
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while ((hresult = pDSBuf->Lock(0, gSndBufSize, (void **)&pbuf, &locksize,
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(void **)&pbuf2, &dwSize2, 0)) != DS_OK)
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{
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if (hresult != DSERR_BUFFERLOST)
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{
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Com_Printf( "SNDDMA_BeginPainting: Lock failed with error '%s'\n", DSoundError( hresult ) );
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S_Shutdown ();
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return;
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}
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else
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{
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pDSBuf->Restore( );
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}
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if (++reps > 2)
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return;
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}
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dma.buffer = (unsigned char *)pbuf;
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}
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/*
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==============
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SNDDMA_Submit
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Send sound to device if buffer isn't really the dma buffer
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Also unlocks the dsound buffer
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===============
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*/
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void SNDDMA_Submit( void ) {
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// unlock the dsound buffer
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if ( pDSBuf ) {
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pDSBuf->Unlock(dma.buffer, locksize, NULL, 0);
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}
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}
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/*
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=================
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SNDDMA_Activate
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When we change windows we need to do this
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=================
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*/
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void SNDDMA_Activate( qboolean bAppActive )
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{
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if (s_UseOpenAL)
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{
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S_AL_MuteAllSounds(!bAppActive);
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}
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if ( !pDS ) {
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return;
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}
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if ( DS_OK != pDS->SetCooperativeLevel( g_wv.hWnd, DSSCL_PRIORITY ) ) {
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Com_Printf ("sound SetCooperativeLevel failed\n");
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SNDDMA_Shutdown ();
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}
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}
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// I know this is a bit horrible, but I need to pass our LPDIRECTSOUND ptr to Bink for video playback,
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// and I don't want other modules to have to know about LPDIRECTSOUND handles, hence the int casting
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//
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// (I'd prefer to use DWORD, but not all modules understand those)
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//
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unsigned int SNDDMA_GetDSHandle(void)
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{
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return (unsigned int) pDS;
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}
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